Just post your house rules in this thread. I'll post the ones we've used and/or come across...
Ship Gunnery (the impossible 7): a roll of 6 always hits.
Ship Gunnery (the impossible 7): ships with modified target numbers of 7, 8, 9 can be hit with a roll of 6, followed by a 4, 5, or 6 respectively.
Ship Gunnery (the impossible 7): secondary batteries ignore speed penalties to attack rolls.
Carrier Based Aircraft: can land and reload ordanance; takes 1 turn on deck.
Ship Based Aircraft (any): placing the aircraft counter next to the ship signifies "intent to launch" and cannot be engaged in a dogfight until they've moved away from the carrier/ship.
Torpedo Belt: does not provide protection in the bow or stern locations.
Torpedo Belt: only works against the first torpedo counter on each side.
Dive Bombers/Torpedo Bombers: have AD 6 (1 per plane).
Bombs: count as plunging fire.
Foul Weather: rather than -1 Command to checks, all surface ship Speeds are reduced by 1 (minimum of 1) and Turning are reduced by 1 (minimum of 1).
Long Lance Reloads: only 1 reload per launcher.
Submarine torpedoes: are not slow loading.
Spotters: move 14" rather than 7" speed, but cannot give spotting bonus when faster than 7".
Spotters: can radio target co-ordinates to any 1 friendly ship.
Ship Torpedoes: can target surfaced submarines.
Ship Gunnery (the impossible 7): a roll of 6 always hits.
Ship Gunnery (the impossible 7): ships with modified target numbers of 7, 8, 9 can be hit with a roll of 6, followed by a 4, 5, or 6 respectively.
Ship Gunnery (the impossible 7): secondary batteries ignore speed penalties to attack rolls.
Carrier Based Aircraft: can land and reload ordanance; takes 1 turn on deck.
Ship Based Aircraft (any): placing the aircraft counter next to the ship signifies "intent to launch" and cannot be engaged in a dogfight until they've moved away from the carrier/ship.
Torpedo Belt: does not provide protection in the bow or stern locations.
Torpedo Belt: only works against the first torpedo counter on each side.
Dive Bombers/Torpedo Bombers: have AD 6 (1 per plane).
Bombs: count as plunging fire.
Foul Weather: rather than -1 Command to checks, all surface ship Speeds are reduced by 1 (minimum of 1) and Turning are reduced by 1 (minimum of 1).
Long Lance Reloads: only 1 reload per launcher.
Submarine torpedoes: are not slow loading.
Spotters: move 14" rather than 7" speed, but cannot give spotting bonus when faster than 7".
Spotters: can radio target co-ordinates to any 1 friendly ship.
Ship Torpedoes: can target surfaced submarines.